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VIDEO GAME CARTRIDGE 

FOR THE ATARI 5200 SUPERSYSTEM 


ATARI! 


THIS YEAR'S ARCADE HIT WITH REAL MOTION GRAPHICS 



■POLE POSITION is engineered and designed by Namco Lid manufactured under license 
by Atari. Inc Trademark and - Namco 1982 





Insert your 5200™ game cartridge so the label faces you and reads 
right-side-up. Be sure the cartridge is firmly seated in the center of the 
console, but do not force it. Then press the POWER switch on See your 
Owner's Manual for further details. 


w 


TABLE OF CONTENTS 

1. Grand Prix Finish 1 


2. Game Summary 

2 

3. Game Play 

3 

4. Options 

5 

5. Using the Controller 

5 

6. Trak-Ball™ Option 

6 

7. Scoring 

7 

8. Helpful Hints 

8 















1 . GRAND PRIX FINISH 

You're on the final lap. Grand 
Prix driver Nick Moneti is holding 
first place like grim death but 
you're determined to get him. 
You slip in behind him and put 
on the pressure, dodging right 
and left, backing off. closing in 
But try as you will, you can't get 
by him Moneti stays fixed and 
unshakeable. and time is run¬ 
ning out. 

Coming up is the dangerous 
right-hand curve before the 
finishing straight, a chance to 
pass if you're lucky and lunatic 
enough. If only Moneti would 
make a mistake, just one! Then 
like the answer to a prayer, it 
happens: Moneti brakes too 
late going into the curve and 


skids to the outside lane That's 
it! You jam your foot to the floor 
and go for an inside pass But 
Moneti recovers in time, switch¬ 
es back to the inside, and 
forces you onto the shoulder. 
You're heading straight for a 
road sign at 180 mph. 

You miss the sign by a screech 
and swerve bdck onto the track, 
but the damage is done: Moneti 
has a 1 -second lead going into 
the final straight. Flat out at 195 
mph, you pull up wheel-to- 
wheel and fight down to the 
finish line Then coaxing forth a 
final burst of speed, you shoot 
past and cross with the flag 
victor by a hair! 


, ^ PREPRRE TO QUALIFY <! 








TASmi 1ASHE81 


mm 








2. GAME SUMMARY 

The object of POLE POSITION 
is to finish the big race in the 
shortest possible time and score 
maximum points. But before you 
can enter the race, you have to 
qualify for it by completing the 
Qualifying Lap in 73 seconds or 
less. If you qualify, you're as¬ 
signed one of eight positions in 
the starting lineup and you earn 
a Position Bonus. The faster your 
lap time, the better your posi¬ 
tion, and the more bonus points 
you score. Try for the number 
one spot, the Pole Position. 

If you don't qualify, you can 
race until the Race Timer runs 
out after 90 seconds. You score 
50 points every 5 meters and 
earn 50 bonus points every time 
you poss a car When the timer 
runs out, your possing bonus is 
added to your score. Then 
GAME OVER (plus the race and 


lap options) appoars on your 
screen Press the START button to 
repoat the Qualifying Lap. 

NOTE: POLE POSITION goes into 
Auto-Play mode approximately 
1 minute after GAME OVER ap¬ 
pears on your television screen 

In the big race, you're racing 
against time as well as other 
cars. If you fail to beat the Race 
Timer on any lap, you're 
droppied out of the race. After 
your passing bonus is added to 
your score, the game ends. 

Press START and qualify for the 
next race. 

If you complete the final lap 
and cross the finish line, you're 
a real winner! You score high on 
distance covered, collect a 
passing bonus, and earn 200 
bonus paints for each second 
left on the Race Timer. 


{ PREPARE TO RACE 7 


2 






3. GAME PLAY m M i 

QUALIFYING LAP. The Qualifying Lap is one complete circuit of 
the race course: 



Final Comer Hairpin Turn 0 1 Km Radius Turn First Corner 


Your starting position and Posi¬ 
tion Bonus appear in the center 
of the screen at the end of the 
Qualifying Lap when you qualify 
for the big race. 


1 2 3 5 6 7 8 



A lap time of 73 seconds (73"00) 
qualifies you for eighth place in 
the starting lineup and earns 
you 200 bonus points. To win the 


Pole Position and 4000 bonus 
points, you must do the lap in 
58Vi seconds (58"50) or less. 

See Section 7, SCORING, for 
other Position Bonuses. 

THE RACE. Four starting lights 
blink the countdown Shift into 
low gear on the red lights and 
move out fast on the green. Shift 
into high gear when you're up 
to speed See Section 5. USING 
THE CONTROLLER, for car controls. 

Complete the first lap in 75 
seconds or less to earn Extended 
Play time and go on racing. 
Each time you beat the Race 
Timer, you earn more racing 
time until you're on the final lap 
A race can have as many as 
eight laps (see Section 4. 
OPTIONS). The lap you're on 


3 











Starting Line Pole Position 


and your lap time appear at 
the top right of the screen. 

PASSING BONUS. Your passing 
bonus (50 points per car) ap¬ 
pears in the center of the screen 
at the end of the race, or at the 
end of the Qualifying Lap if you 
fail to qualify for the race: 


PASSING BONUS 50 X 28 


THE FINISH. Victory is at hand 
when crossed checkered flags 
flash on your screen, but you're 
not a winner until you cross the 
finish line. 


TIME BONUS. If seconds remain 
on the Race Timer at the end of 
the race, you earn a time bonus 
of 200 points per second. The 
time bonus appears in the 
center of the screen and is 
followed by your total lap time 
for the race: 


TIME BONUS 200 x 10 


TOTAL TIME 112"45 


4 












SMASHUPS. If you smash into 
another car or a road sign, your 
car explodes. You live to con¬ 
tinue the race, but you lose a 
lot of time. Lost time means lost 
points. 

DRIVING OFF THE TRACK. 

You can drive onto the 

red-and-white shoulder and 

the grass but it slows you down. 



4 . options mmmmm 

RACES. In order of difficulty, the 
races are: 

■ PRACTICE RUN 

■ MALIBU GRAND PRIX 

■ NAMCO SPEEDWAY 

■ ATARI GRAND PRIX 

The level of difficulty depends 
upon the number of cars on the 
track. POLE POSITION is set for 
the Malibu Grand Prix. 

There are no other cars on the 
track in the PRACTICE RUN 


You're racing against the Race 
Timer to improve your lap time 
and driving skills. Total time for 
the run appears on your screen 
at the end of the final lap 

LAPS. You can choose from one 
to eight laps per race or prac¬ 
tice run. POLE POSITION is set for 
four laps. 

SELECTING OPTIONS. Press the ♦ 
key on the keypad to select 
races or the practice run. Press 
the # key to select the number 
of laps in the race. 


5. USING THE CONTROLLER 


Plug a 5200 controller into jack 
1 on the front of the console 
unit. 

GAME CONTROLS 

START. Press START to begin the 
Qualifying Lap. Press PAUSE 


before START to interrupt the 
race and return to the Quali¬ 
fying Lap. 

PAUSE. Press PAUSE to stop the 
race temporarily. Press it again 
to continue. 


5 


RESET. Press RESET to display the 
options Press PAUSE before 
RESET to interrupt a race and 
display the options. 

CAR CONTROLS 

TO START AND ACCELERATE: Press 
and hold in one or both of the 
bottom red buttons on your con¬ 
troller Always start in low gear 

TO SHIFT GEARS: Move the 
joystick up for low gear, down 
for high gear Top speeds are 
105 mph in low gear. 195 mph 
in high gear. 

TO STEER: Move the joystick right 
or left. 

TO BRAKE: Press one or both of 
the top red controller buttons 

TO SLOW DOWN: Shift into low 
gear, take your finger off the 
accelerator button, or press 
the brake button 


6 . TRAK-BALL™ OPTION 

POLE POSITION can be played 
with an ATARI TRAK-BALL control¬ 
ler, which may be purchased 
separately Plug the TRAK-BALL 
controller into jack 1 on the 
front of the console. 

Use the ball to steer your car. 
Hold in one of the red fire but- 


Race Options Brake 



laps Accelerator 



tons to start your car and keep 
it moving. Press one of the red 
auxiliary buttons to brake (see 
diagram). 

On the keypad (left or right 
pad), press the 1 key to shift into 
low gear, the 7 key to shift into 
high gear, the * key to select 


6 






your race or practice run, and 
the # key to select the number 
of laps. 


START, PAUSE, and RESET operate 
as described in Section 5. 

USING THE CONTROLLER. 



7. SCORING 


/ 


■ 50 points for every 5 meters 
driven. 

■ Passing Bonus: 50 points per 
car. 


■ Time Bonus: 200 bonus points 
for each second left on the 
Race Timer at the finish. 



7 











8 . HELPFUL HIWTS 


MAKE A FAST START. In the Quali¬ 
fying Lap. be prepared to take 
off as soon as your Formula I 
racer appears on the screen 
The start is everything when 
you're qualifying for position 

USE THE INSIDE TRACK. Stay in 
the inside lane as much as 
possible You can travel faster 
and maneuver more easily 
around other cars On curves, 
it's easier to cross from the 
inside to the outside than the 
other way around. 

GO FLAT OUT ON STRAIGHTS. This 
is where you can make time. 


AVOID SKIDS. Try to keep your 
car as straight as possible on 
the road to prevent skids. Skid¬ 
ding slows you down and gives 
other cars a chance to out¬ 
distance you. Remember, you 
earn 50 points for every car 
you pass 

PASS ON THE SHOULDER. Running 
on the red-and-white shoulder 
slows you down, but it can 
sometimes be the fastest and 
easiest way to overtake cars 
Just be careful not to run into 
any road signs 



MniHnidcnviuc 


Call ToflErw 
|800| 677 1404 |in Cal.forn. 4 ) 
1800 ) S38-8S43 (ContinfnMI U S) 


Atari welcomes your comments. 
Please address all correspondence to 

ATARI, INC 
Customer Relations 
1312 Crossman Avenue 
Sunnyvale, California 94086 



ATARI 


ATARI. INC . Consume* Orvivon. 1312 Crossman Ave . PO 80* 6I6S7. Sunnyvale. CA 94086 


C0I878II7 REV B 


MOOEl S2I7 


PRINTED IN U S A 


1983 ATARI. INC AU RIGHTS RESERVED